D&D (2024) Playtest Packet 6: Monk reactions?


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Way of the Elements has gone from being arguably the worst sub-class in the game to arguably being in the bottom three, so is that an upgrade?

Level 3: Elementalism - this is similar to the previous Elemental Attunement - I'll let others argue about whether it is better or worse. I don't think it is going to be super impactful.

Elemental strikes now lets you deal different damage types, occasionally useful, and lets your unarmed strikes attack at range, like having a reach weapon, or push an opponent, like having a weapon mastery. So...kind of like letting your unarmed strikes have a weapon mastery. Which they should already have because they are a monk's primary weapons.

Level 6: Environmental Burst. For 2 di you get to do a small AoE. This is similar in strength to a level 1 spell but you get it at level 6, at which point others in your party are doing things like fireball. Be still my heart.

Level 11: Step of the Wind now gives you a fly or swim speed for 10 minutes. You can already run on water or up vertical surfaces, but flying is always good to have ready access to. You used to get it at level 11 anyway, but wrapping it in with SotW is a big improvement.

Level 17: Elemental Epitome: elemental damage resistance, which is good, another buff to SotW, and a small damage boost.

So the sub-class has gone from having a bunch of overpriced spells it can use at levels way past when casters get them, to having a few weak elemental effects wrapped into the base class. It's still terrible but now much less complicated.
 
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Warrior of the Open Hand: Mostly bad, but the level 11 ability is great.

Level 3: Open Hand Technique. Basically, you get to add weapon mastery-type effects to your unarmed strikes. This should just be baked into all monk unarmed strikes so Open Hand can get something that sets them apart from, like, a fighter or rogue at this level.

Level 6: Wholeness of Body. Compare to Way of Mercy's Physician's Touch at the same level, which does what this does but so much more. Terrible - are WotC even looking at their own sub-classes?

Level 11: Fleet Step is the new, improved Step of the Wind, on demand, for free. This is amazing.

Level 17: Quivering Palm. Huge nerf against most opponents. The old version did a maximum of all the target's HP (failed save) and a minimum of 10d10 (55) damage (saved). The new version does a maximum of 12D6+level (so call it 83) damage (failed save) and a minimum of half that (42) damage (saved). So against an opponent with more than 83 HP this is a nerf, potentially a massive one. Against an opponent who makes their save (most of them, because constitution saves at high levels are notoriously easy for most tough opponents) it is a straight nerf.

And you lose that intimidation factor: if you fail your save, you are at 0 HP - full stop.
 


Level 3: Deflect Missiles improvement. A tiny bit better, depending on what you just deflected? Still situational but fun when you can use it. The counterattack feature might actually be worthwhile more frequently.

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Level 6: Environmental Burst. For 2 di you get to do a small AoE. This is similar in strength to a level 1 spell but you get it at level 6, at which point others in your party are doing things like fireball. Be still my heart.
At level 6 a Wizard gets four fireballs per Long Rest (Arcane Recovery)
At level 6 an Elementalist Monk gets nine mini- fireballs per Long Rest.

There's no 1st level spell which does 3d8 in a 20' radius at 120' of range.
 

I think they indirectly fixed the main monk issue.

Mainly, druids, paladins, and clerics have a reason to short rest. Fighters will want their actions surge as well.

So they will get their ki back. (And warlocks will get spells back too).
Been saying this for years. Give everyone a reason to want to take short rests, and the problem fixes itself.
 

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